Refactor actions to be entities with components (#19900)

This commit is contained in:
DrSmugleaf
2023-09-08 18:16:05 -07:00
committed by GitHub
parent e18f731b91
commit c71f97e3a2
210 changed files with 10693 additions and 11714 deletions

View File

@@ -0,0 +1,43 @@
using Content.Shared.Interaction;
namespace Content.Shared.Actions;
public abstract partial class BaseTargetActionComponent : BaseActionComponent
{
/// <summary>
/// For entity- or map-targeting actions, if this is true the action will remain selected after it is used, so
/// it can be continuously re-used. If this is false, the action will be deselected after one use.
/// </summary>
[DataField("repeat")] public bool Repeat;
/// <summary>
/// For entity- or map-targeting action, determines whether the action is deselected if the user doesn't click a valid target.
/// </summary>
[DataField("deselectOnMiss")] public bool DeselectOnMiss;
/// <summary>
/// Whether the action system should block this action if the user cannot actually access the target
/// (unobstructed, in inventory, in backpack, etc). Some spells or abilities may want to disable this and
/// implement their own checks.
/// </summary>
/// <remarks>
/// Even if this is false, the <see cref="Range"/> will still be checked.
/// </remarks>
[DataField("checkCanAccess")] public bool CheckCanAccess = true;
[DataField("range")] public float Range = SharedInteractionSystem.InteractionRange;
/// <summary>
/// If the target is invalid, this bool determines whether the left-click will default to performing a standard-interaction
/// </summary>
/// <remarks>
/// Interactions will still be blocked if the target-validation generates a pop-up
/// </remarks>
[DataField("interactOnMiss")] public bool InteractOnMiss = false;
/// <summary>
/// If true, and if <see cref="ShowHandItemOverlay"/> is enabled, then this action's icon will be drawn by that
/// over lay in place of the currently held item "held item".
/// </summary>
[DataField("targetingIndicator")] public bool TargetingIndicator = true;
}